Masterofnet Posted July 9, 2015 Share Posted July 9, 2015 (edited) Why has the creation kit grayed out the scripts section of the NPCs that have been added to a leveled list?????? Is that not why you have a check box for USE SCRIPT!!!!! I can not install a script an any of the encfrostbite spiders and may more base NPC????? Set up the creation kit in a way that you can not even put a script on a larger amount of NPS being used in Game?????? That is why you have a script section on the Actor!!!!!!!!!!!!!! So you can use it!!!!!!!!!!!!! Is there a way around this and why do it in the first place!!!!!!!!!!! Also what does USE SCRIPT mean on the template now. Does it work???? Will it use the script from the Template Data??? RegardsMasterofnet Edited July 9, 2015 by Masterofnet Link to comment Share on other sites More sharing options...
lofgren Posted July 9, 2015 Share Posted July 9, 2015 http://www.creationkit.com/Actor_Script Straight from the developers themselves: Quote You may not attach a script to an actor if that actor would be used by a leveled actor list. If an actor is used in a leveled actor list, its "Scripts" section will be disabled. There is a workaround in this in cases where you need actors to be both leveled and scripted - you can create a constant/self magic effect and apply that at the race level. For example, the FXDragonBloodDamageScript handles applying some special blood FX to dragons through combat. Since dragons are used to populate leveled lists, however, we attach this script to AbFXDragonBloodDamage, which is an effect on the AbDragonBloodFX spell. That's then assigned as a special racial ability of the DragonRace. You can look at a similar example in how the WispMothers work, too. Basically, attach the script to an ability, add the ability to the actor. Link to comment Share on other sites More sharing options...
Masterofnet Posted July 9, 2015 Author Share Posted July 9, 2015 How could you get that to work with an on hit script??? ThanksMasterofnet Link to comment Share on other sites More sharing options...
lofgren Posted July 9, 2015 Share Posted July 9, 2015 (edited) Put the OnHit block in the ActiveMagicEffect script, attach the script to a constant magic effect, put the magic effect in an ability. The script is pretty much the same as if it were extending Actor. There are just a couple more steps to getting it onto the NPC. Magic effect scripts receive events from actors they are attached to. http://www.creationkit.com/ActiveMagicEffect_Script#Notes Edited July 9, 2015 by lofgren Link to comment Share on other sites More sharing options...
Masterofnet Posted July 9, 2015 Author Share Posted July 9, 2015 Thanks again I will be able to figure it out from here. I use spell and magic affects for similar purposes. What does Checking Use script do anymore?? Do the scripts from the previous template still carry over???? The box does not go gray anymore even if you check use script or use base data. If you install a script when the box is check will that script work??? RegardsMasterofnet Link to comment Share on other sites More sharing options...
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